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HegeRoberto

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Jul 1, 2019
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Hello fellow City builders and asset creators!

[EDITED: Issue SOLVED, scroll to edit to see solution]

I recently picked up modding and I really enjoying exploring the details of the game. I am working on a canal asset that would have a one-way ferry lane in it, and I thought that a ferry like that should be accessible from both sides.

So I plunged into the asset editor to make a custom Ferry Stop because the original acted weird and soon I found out why:

The locked/hidden network used by Ferry stops is called "Ferry Dock" and uses the "ShipDockAI". It has one Ferry lane in the middle with "avoid backwards" direction, and a pedestrian path on the right side that works as the ferry stop where the cims wait for boarding.

Because of the avoid backwards rule, if I place the stop into the canals the ferry will spin around 180 to dock at it's right side.

If In the asset editor I turn the network around so the other direction takes priority, and makes it possible for a smooth docking as on the pic below, the problem arises that the pedestrian path is on the wrong side, and cims are not able to board.

upload_2019-7-1_12-26-40.jpeg


So my idea was to create a new road, a "Ferry Dock Left" that has it's pedestrian path on the left side (by changing it's position from 9 to -9). However all my attempts to do that failed.
The Ferry Dock network is locked away, not available as a template, all I could is try to copy it's attributes, it's class, AI etc, to a new road with ModTools. But that either resulted in a corrupted asset, or one that isn't working because it can't connect to the regular ferry lines, or doesn't merge with the path already existing in the canal.

20190630120736_1.jpg


I would like to ask your opinion, is it possible to create a new, functioning Ferry Dock network, and if yes, how?

With Kind regard, Robert

[EDIT : Managed to solve the issue]

So I figured out why there are so many errors while trying to copy an already existing network. Each network has a prefabDataIndex, even the one that's being created. If I copy the netInfo of a network, and paste it onto the m_editprefabInfo, it overrides this index too and confuses the game what network I'm actually editing/saving, so I gotta switch this index back to what it was before the copy-ing happened.

And this way I managed to copy everything else and make a new version of the road, I wanted, and it works perfectly now! Thanks everyone who stopped by, and thought about how this problem could be solved, it appears hours of trial and error paid off at the end.

20190702183454_1.jpg
 
Last edited:
Wait a moment...
Sorry for the bit of not-quite-on-topic.
Ferries dock on the right!?
Shouldn't this be the opposite? When on a ship/boat, looking towards the front, you are looking at the "bow". The right side is called "Starboard" while the left is called "Port". The left side is called "Port" because that is the side that the port is on (the side that people board from).
I feel this should be reversed in a future update to make ferries (and other ships" dock correctly (left side to port)
 
The right side is called "Starboard" while the left is called "Port". The left side is called "Port" because that is the side that the port is on (the side that people board from).

Hello bobgrey! No probs, I am no ship expert but according to this article:
"Once the modern center post rudder was developed, it was no longer necessary to dock with the vessel’s port-side to port.. Ships now dock starboard or port-side alongside.."
https://shippingandfreightresource.com/port-and-starboard-on-a-ship/

In my game it's not just Ferries, every ship from cargo to cruise ships board on their startboard side. Maybe it's just the way I place my harbors.

In case of the Ferry, I understand the system however. In the game Ferry's have the same lanes as cars (left for incoming traffic, right side for ongoing traffic). So in a canal, a ferry will always head towards a ferry stop that is on it's starboard side. If we would force ferry's to dock on the other side they would just do weird looking spins in the middle of the canals, which is more unrealistic than them boarding on the starboard side (since it is now not an uncommon thing in the real world)